
Tataru Taru
The Commander
When Tataru Taru enters, you draw a card and target opponent may draw a card.
Scions' Secretary — Whenever an opponent draws a card, if it isn't that player's turn, create a tapped Treasure token. This ability triggers only once each turn.
Guide
Gameplan
Tataru is a mono-white value engine that turns shared card draw into ramp: feed opponents cards during your turn (or anyone else's) and bank a Treasure off Scions' Secretary, then leverage white's strong artifact, blink, and go-wide payoffs to convert that mana and card advantage into a winning board. Early turns play cheap rocks and recast Tataru via blink for repeated draws; midgame you sculpt with symmetric draw spells while staying ahead on Treasures.
Strengths
- Cheap two-mana commander that draws a card on every cast/blink, helping mono-white avoid its classic card-disadvantage problem.
- Generates a Treasure each turn that fixes nothing color-wise but ramps white into expensive bombs and reduces commander tax.
- Blink and bounce synergies let you abuse the ETB draw repeatedly while staying low to the ground.
- Group-hug 'gift a card' politics make you a hard-to-target, friendly threat early.
Weaknesses
- Scions' Secretary triggers only once per turn, so the Treasure engine is slow and easily outpaced by dedicated ramp.
- Hands opponents cards, which can backfire against combo or refuel-hungry decks.
- Mono-white means weak interaction, ramp ceilings, and limited combo access.
- The commander itself does nothing the turn it lands beyond a single draw; it's an engine piece, not a threat.
Key Cards
- Temple Bell — Tap on your turn to let opponents draw and reliably bank a Treasure each cycle while refilling your hand.
- Restoration Angel — Flicker Tataru at instant speed to re-trigger the draw and keep your hand stocked.
- Smothering Tithe — Pairs with all the opponent-draw effects to flood you with Treasures far beyond Scions' Secretary's once-per-turn cap.
- Dictate of Kruphix — Flash-in symmetric draw that, combined with effects forcing draws on your turn, feeds the Treasure trigger.
- Kor Spiritdancer — Card-advantage backbone if you lean Voltron, turning your draws into a growing threat.
- Sword of the Animist — Adds reliable land ramp to supplement the slow Treasure engine in a color short on acceleration.
Upgrade Path
Lean into payoffs that punish the draws you give away—Smothering Tithe and additional Treasure doublers—so each gifted card nets you outsized mana. Add efficient blink (Restoration Angel, Ephemerate, Eerie Interlude) to milk the ETB and protect Tataru, plus white's best stax and recursion (Aven Mindcensor, Sun Titan) to control the table. Top-end finishers like Approach of the Second Sun or a token alpha-strike package convert the surplus into a clean win.
Core Cards
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
Win Conditions
- ▸Go wide with white token makers and finish with an anthem or overrun effect like Craterhoof-style payoffs (Triumph of the Hordes substitute: Pact, or simply a wide alpha strike).
- ▸Voltron a commander or creature with equipment and Treasure-fueled protection.
- ▸Out-value the table with relentless card draw and Treasure ramp into expensive bombs like Elesh Norn or Approach of the Second Sun.
- ▸Smothering Tithe / Treasure synergies snowballing into a mana-rich state that overwhelms opponents.
Archetypes
- Treasure Ramp / Artifacts — Scions' Secretary plus draw-granting effects builds a Treasure base that powers big white spells and artifact payoffs.
- Blink/Flicker — Repeatedly flickering Tataru re-triggers her ETB draw for steady card advantage.
- Group Hug — Handing opponents cards while you profit off Treasures fits a politically friendly, draw-everyone strategy.
- Tokens / Go-Wide — White excels at swarming, and the extra cards and ramp fuel anthem-based aggression to close games.
Combos
No combos found for this commander on Commander Spellbook.
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Same color identity (W), by popularity.

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